So what suggestions would you have for determining how a spell duel should be run? Should we have them make sense motive checks vs. I wrote some nice rules for dueling in the print version of Tournaments, Fairs, & Taverns that I like better It was worse than the Combat & Tactics dueling rules, in my opinion. I also had the old 2e High Level Campaigns book which had a freaky spell duel system that looked like a board game and never really worked. If you did that with D&D magic, the duel would probably last only one round, and it would involve a fireball. The only example of a mage duel I have from cinema is from Harry Potter and the Chamber of Secrets, and though that looked kinda cool (Alan Rickman is dead sexy even to a straight guy like me), it basically came down to them just exchanging spells. I know that one-on-one sword duels ran very differently from battlefield melees, with different fighting styles and distinctly different conduct, but how would magic-users' duels differ from the way they would fight in actual combat? The problem is, I can't think of what spell dueling would be like. I have a player whose character was trained as a spell duelist, and who is very skilled at the proper technique of dueling.
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